Flaming: Difference between revisions

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1,617 bytes added ,  20:36, 23 March 2023
m
Added note about flaming and freezing
(undo revision; this page is specifically about the flaming item mod. flaming status effect should be described on it's own page)
m (Added note about flaming and freezing)
 
(13 intermediate revisions by 4 users not shown)
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{{disambig hatnote|This page describes the '''Flaming''' item mod. For a more general usage of the term, see [[Flaming (disambiguation)]].}}
{{Mod
{{Mod
|title     ={{qud text|&Rflaming|notxml}}
| title             = {{qud text|&Rflaming|notxml}}
|type       =Melee Weapon
| type               = Melee Weapon
|id         =ModFlaming
| id                 = ModFlaming
|rarity     =U
| rarity             = U
|tinkerable =yes
| tinkerable         = yes
|canautotinker = no
| canautotinker     = no
|tinkertier =2
| tinkertier         = 2
|value     =1.2
| difficulty        = 1
|desc       =&CFlaming: When powered, this weapon deals an additional ((Tier * 0.8) - (Tier * 1.2)) heat damage on hit.
| complexity        = 1
|difficulty = 1
| powerloadsensitive = yes
|complexity = 1
| empsensitive      = yes
| realitydistortion  = no
| chargeused        = 10
| value             = 1.2
| desc               = &CFlaming: When powered, this weapon deals an additional ((Tier * 0.8) - (Tier * 1.2)) heat damage on hit.
| gameversion        = 2.0.201.114
}}
}}
{{name}} is a weapon mod that adds extra damage that does not require to penetrate in order to deal damage. On hit, the struck object's [[temperature]] will also increase by (2 * Tier)d8.
{{name|caps}} is a weapon mod that adds extra damage that does not need to penetrate in order to deal damage. On hit, the struck object's [[temperature]] will also increase by (2 * Tier)d8. Enemies slain with flaming weapons will often be turned to {{favilink|Ashes}} (an effect which is not canceled out by also making the weapon freezing). Adding this to a weapon causes it to become [[EMP sensitive]] and use up 10 charge per melee hit.{{Code Reference|class=ModFlaming}}


Adding this to a weapon causes it to become [[EMP sensitive]] and use up 10 charge per melee hit. If applied to a ranged weapon, this will not affect the projectiles. This mod will only work if being used to physically strike something.
== Eligible Equipment ==
{{#cargo_query:
  | tables = Modability=M,ItemsTable=IT,GeneralData=GD
  | join on = M.JoinKey=IT.JoinKey,M.JoinKey=GD.JoinKey
  | fields = CONCAT('{{(}}favilink id{{!}}',M.ObjectID,'{{)}}')=Item,
            CASE WHEN GD.Tier <> 0 THEN COALESCE(GD.Tier,1) ELSE 1 END=Tier,
            CONCAT('{{(}}Heart{{)}}', CASE WHEN GD.Tier <> 0 AND COALESCE(GD.Tier,1) > 2
              THEN
                CONCAT('{{(}}dice tooltip{{!}}',
                ROUND((CASE WHEN GD.Tier <> 0 THEN COALESCE(GD.Tier,1) ELSE 1 END)*0.8,0),'-',
                ROUND((CASE WHEN GD.Tier <> 0 THEN COALESCE(GD.Tier,1) ELSE 1 END)*1.2,0),'{{)}}')
              ELSE
                ROUND((CASE WHEN GD.Tier <> 0 THEN COALESCE(GD.Tier,1) ELSE 1 END)*0.8,0)
              END)=Heat Damage on Hit,
            CONCAT('{{(}}qud text{{!}}&R+ {{(}}dice tooltip{{!}}',(CASE WHEN GD.Tier <> 0 THEN COALESCE(GD.Tier,1) ELSE 1 END)*2,'d8{{)}}°{{)}}')=Temperature on Hit
  | where = M.SupportedMods HOLDS 'WeaponMods'
  | order by = (CASE WHEN GD.Tier <> 0 THEN COALESCE(GD.Tier,1) ELSE 1 END) DESC,GD.PlainName
  | format = table
  | limit = 999
}}
 
{{references|2.0.201.114}}
{{Mod Navbox}}
{{Mod Navbox}}
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